/Engine/Plugins/MovieScene/MovieRenderPipeline/Source/MovieRenderPipelineCore/Public/Graph/MovieGraphLinearTimeStep.h
This class is responsible for calculating the time step of each tick of the engine during a Movie Render Queue render using a linear strategy - the number of temporal sub-samples is read from the graph for each output frame, and we then take the time the shutter is open and break it into that many sub-samples. Time always advances forward until we reach the end of the range of time we wish to render. This is useful for deferred rendering (where we have a small number of temporal sub-samples and no feedback mechanism for measuring noise in the final image) but is less useful for Path Traced images which have a varying amount of noise (and thus want a varying amount of samples) based on their content.
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType) class UMovieGraphLinearTimeStep : public [UMovieGraphTimeStepBase](API\Plugins\MovieRenderPipelineCore\Graph\UMovieGraphTimeStepBase)
FCurrentFrameDa...
CurrentFrameData
Frame Metrics are constant data updated once per output frame, while CurrentFrameData is keeping track across engine ticks to work towards producing a single frame.
FOutputFrameMet...
CurrentFrameMetrics
A set of cached values that are true for the current output frame.
FMovieGraphTime...
CurrentTimeStepData
This is the output data needed by the rest of MRQ to produce a frame.
TObjectPtr<UMo...
CustomTimeStep
A custom timestep owned by this object that is used to inform the engine what the delta time for each frame should be.
TObjectPtr<UEn...
PrevCustomTimeStep
The previous custom timestep the engine was using, if any.